While testing this on your pack I noticed you have a corrupt texture in Dodongo's Cavern named tex1_32x32_76e84f6a4169c8bc_81d010cef580d6da_9.

This gave me the idea that I should try to catch bad textures before trying to process them and have it spit out a whole bunch of error messages. So I came up with a method that can now detect corrupt textures, and will copy them to a folder ~CorruptedTextures.

Unrelated, I also added the ability to choose which DDS mipmaps will be generated (internal/external/both). It will be up to the user or pack maintainer to decide what they want to do.

Today, I even extracted the texture from my compressed texture pack (I mean, the file I provided for download) and converted it to DDS without problems with your new tool (version 3.3). It was also OK:

(05-29-2015, 09:36 PM)StripTheSoul Wrote: Hehe, I just wanted to ask if there could be an option for what kind of mipmaps to create ^_^

What kind of mipmaps do you want? Do you mean internal vs. external?

I'm pretty sure I brought this up to Bighead while we were testing the hell out of this thing a few months ago, and I'm pretty sure he gave me an answer that satisfied me.... but I can't remember what it was. Now I want to know too.

Omg. I somehow missed that and totally read your post as asking Bighead to add the option.

I'll just shamefully and quietly make my exit now...

Edit: I usually use emails to keep track of these threads, and somehow didn't get an email about his post and totally missed it while browsing on my phone.

Also - great work, Bighead! I'm very excited that the option exists now. How will this work in regards to Xenoblade? Are we just going to keep both for now and leave it up to users whether they want to go through with the tool to get rid of the mipmaps they might not need?

@masterotaku: It seems the texture was corrupted on my end somehow when I extracted it. I re-extracted it from the same pack I downloaded yesterday and it's now fine. Not sure how it happened, but I'm glad it did because now I have an additional level of error checking. Also, this error check is unique in that it will happen no matter what option is selected, since a texture has to be "good" before doing anything to it.

@StripTheSoul: I knew you wanted that option, I used my power of foresight to see into the future. The drawback is I can only do it once.

@frozenwings: Since the only one we could logically eliminate are internal mipmaps, I guess those would be the ones to get rid of. I'm now whatever on the matter, I realize I was being stubborn wanting to include both since it doesn't really matter in the end (at least I think), and it's only adding unnecessary size to the pack. I'm hoping that master can someday read internal mipmaps so I can just eliminate generating external ones altogether.